Hello, I am Swede (GMT+1, EU) developer/programmer and am looking for people willing to help/join my mod.
I have studied programming at uni for three years and I have been programming for about eight or nine years starting out with the wc3 editor.
What is needed
For this project I am doing most of the concept and triggers.
Sancudo is doing Heroes, spells, data editing in general and is involved design
Xkiller9000 is doing some raids/instances/boss mechanics
At the moment the project needs:
A UI artists to help create the interface
This far
Most of the code is commented (some internal functions are not) and the code include ways for developers to create new boss encounters with ease by custom events.
I have a system where people can create their own instances, it is working (in the test cases I have performed).
This include
A threat system
A Boss System
Some standard heroes for testing
An ugly UI ;)
Preview
The mod
The mod itself should be a mix between AoS/Dota/Moba and the WoW instance/raid/PvE play style.
You pick up a hero at the game start and progress from level 1, making it easy to try different roles and make you able to instantly play with new players since no one is ahead (except for mad skillz ;) )
It should introduce a hero pool, item pool, a new UI, threat system, a system to ease the design of boss encounters and an achievement system.
The main idea is to create a mod/system that allows people to create their own instances and content. Everything will be made open to the public.
Hero Roles
Each hero should be somewhat intuitive and have their niche. One DPS class might use DoT spells and will do better in longer encounters while some do better burst and better in shorter ones.
The hero pool size isn't the main focus - the focus is Heroes that has abilities that synaereses which raises the skill cap and makes games more fun.
Tank
The hero role that keeps the mobs(NPC's) attacking him by applying high threat, has high survivability but low damage.
DPS
A role that focuses on dealing high amount of damage to mobs, but are squishy.
Support
The role that focuses on keeping the others alive, by healing them, crowd controlling mobs (Stuns,disables,slows,force fields, debuffs etc), applying buffs and/or shielding them.
Items
Dunno yet, mostly stat items.
My current idea for the inventory is to have two, active, items with longer cool down (trinkets), 3 stat items and a weapon that applies life steal, mana drain or some other mechanic.
UI
The ui need to show a lot of things, spell cool downs, the state of the other players' heroes, threat, target HP and boss phases.
A UI for selecting heroes will also be implemented, but will possibly end up using an existing one.
Models
I have chosen to use models created by blizzard them self, no legal crap and they are already finished and look good with the existing sc2 models.
Contact
PM me or comment if you are interested and I will PM you with contact information :).
When I'm on line it is usually between 16-22.
I study and work hours as a consult so time that I can put into this project may vary, at the moment I got a lot of time on my hands.
Beside me Sancudo and Xkiller9000 are working on this project
Maybe, I found things are running smoother than I thought - the threat system is in place and there is a rough outline for boss encounters.
Date when it is done will depend if I end up doing it alone or not. I am, atm, not nearly good enough with the data editor to quickly create heroes :P
Date by myself: probably never but then I will upload what I have created this far (if it is of any interst)
Else, maybe 2 months or so
The project is still active to that point that I've done most of what I feel I can do myself.
Please pm me for contact information and more information and resources about the project :)
A lot of stuff has happened!
We currently have three testing heroes that integrates with all the implemented systems, they aren't balanced at all but that is not a pressing issue... yet!
The threat system seem real solid, all testing work out like it should and the system has been made more dynamic.
Rollback Post to RevisionRollBack
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Raidcraft
About me
Hello, I am Swede (GMT+1, EU) developer/programmer and am looking for people willing to help/join my mod. I have studied programming at uni for three years and I have been programming for about eight or nine years starting out with the wc3 editor.
What is needed
For this project I am doing most of the concept and triggers. Sancudo is doing Heroes, spells, data editing in general and is involved design Xkiller9000 is doing some raids/instances/boss mechanics At the moment the project needs:
This far
Most of the code is commented (some internal functions are not) and the code include ways for developers to create new boss encounters with ease by custom events. I have a system where people can create their own instances, it is working (in the test cases I have performed). This include
Preview
The mod
The mod itself should be a mix between AoS/Dota/Moba and the WoW instance/raid/PvE play style. You pick up a hero at the game start and progress from level 1, making it easy to try different roles and make you able to instantly play with new players since no one is ahead (except for mad skillz ;) ) It should introduce a hero pool, item pool, a new UI, threat system, a system to ease the design of boss encounters and an achievement system. The main idea is to create a mod/system that allows people to create their own instances and content. Everything will be made open to the public.
Hero Roles
Each hero should be somewhat intuitive and have their niche. One DPS class might use DoT spells and will do better in longer encounters while some do better burst and better in shorter ones. The hero pool size isn't the main focus - the focus is Heroes that has abilities that synaereses which raises the skill cap and makes games more fun.
Tank
The hero role that keeps the mobs(NPC's) attacking him by applying high threat, has high survivability but low damage.
DPS
A role that focuses on dealing high amount of damage to mobs, but are squishy.
Support
The role that focuses on keeping the others alive, by healing them, crowd controlling mobs (Stuns,disables,slows,force fields, debuffs etc), applying buffs and/or shielding them.
Items
Dunno yet, mostly stat items. My current idea for the inventory is to have two, active, items with longer cool down (trinkets), 3 stat items and a weapon that applies life steal, mana drain or some other mechanic.
UI
The ui need to show a lot of things, spell cool downs, the state of the other players' heroes, threat, target HP and boss phases. A UI for selecting heroes will also be implemented, but will possibly end up using an existing one.
Models
I have chosen to use models created by blizzard them self, no legal crap and they are already finished and look good with the existing sc2 models.
Contact
PM me or comment if you are interested and I will PM you with contact information :). When I'm on line it is usually between 16-22. I study and work hours as a consult so time that I can put into this project may vary, at the moment I got a lot of time on my hands. Beside me Sancudo and Xkiller9000 are working on this project
That is a lot of work you're looking at...
What is the date you expect to be done?
@Enexy: Go
Maybe, I found things are running smoother than I thought - the threat system is in place and there is a rough outline for boss encounters. Date when it is done will depend if I end up doing it alone or not. I am, atm, not nearly good enough with the data editor to quickly create heroes :P
Date by myself: probably never but then I will upload what I have created this far (if it is of any interst) Else, maybe 2 months or so
Bump.
Updated the whole thing and updated what I have done this far and added two images.
@rutten_ko: Go
If this is still active, I can do UI design and art. I'll provide more info if it is.
@Charysmatic: Go
The project is still active to that point that I've done most of what I feel I can do myself. Please pm me for contact information and more information and resources about the project :)
Cheers
A lot of stuff has happened! We currently have three testing heroes that integrates with all the implemented systems, they aren't balanced at all but that is not a pressing issue... yet! The threat system seem real solid, all testing work out like it should and the system has been made more dynamic.